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Old March 1st, 2004, 03:39 PM
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Wauthan Wauthan is offline
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Default Re: Proposed Modding Cost Guidelines

I agree with Saber Cherry. The stats need to be weighted differently. But most protection and defence scores comes from armor and shields so these should not be represented in gold cost, which I feel represent the training of the unit.

Strength oughto be pretty cheap but needs common sence. A human will not be pushing 15+ regardless of training. High strength scores should only be allowed on large or exotic units that should by default have larger goldcost to represent their rarity.

Defence and Attack is fleetness of foot, agility, battle tactics as well as intimidation and skill with weapons and shield. This could well follow the guidelines suggested. Scores above 15 should increase exponentially in cost.

Protection should only be used with those units that would not be using armour, barding or shields. Dragon scales are legendary in myths and apparently they offer about as much protection as full plate armour. This should be somewhat expensive but since "natural protection" and armor values average it's no game breaker.

Hitpoints are no big deal either, since afflictions causes balance.

All in all its really up to the modder to justify the presence of units with scores above 15 in anything. So perhaps guidelines for super elite values are not that important. It can be as expensive as a fortress but if there's no fun playing against a faction using it, it should be dropped from the mod.

What I'm really interested in is the pricetag on abilities, like say coldprotection, and equipment. Saber Cherry started a list of items but what I would like is a suggestion on how a crafted item converts in resources and gold when put on a unit. I was thinking about sticking Fireswords in the hands of some elite units in a planned "elemental wars" mod.
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